When AnimancerComponent.Play
creates a state, it registers it in an internal Dictionary using a particular key so that it can later be retrieved using that key and reused.
- By default, the
AnimationClip
the state is playing will be used as its key, but the system allows you to use anyobject
as a key (every variable in C# is anobject
). - The
NamedAnimancerComponent
overrides itsGetKey
method to use the clip'sname
instead of theAnimationClip
itself. So callinganimancer.Play(clip)
uses thename
to lookup the state, but you can also pre-register the clip on startup by adding it to theAnimations
array in the Inspector or callinganimancer.States.GetOrCreate(clip)
so that later on you can callanimancer.Play("Animation Name")
in any script without a direct reference to theAnimationClip
. The Named Animations example explains howstring
names and other keys (such as enums) can be used in more detail.
void KeysExample(AnimancerComponent animancer, AnimationClip clip)
{
// Trying to play an animation before registering it does nothing (and returns null).
animancer.TryPlay("Attack");
// But if you create a state with a key first, then you only need that key to play it later on.
animancer.States.Create("Attack", clip);
animancer.TryPlay("Attack");
// Or you can create the state and set its key manually:
var state = new ClipState(clip);
state.Key = "Attack";
animancer.TryPlay("Attack");// This won't work because the state isn't connected to anything yet.
animancer.Layers[0].AddChild(state);// Now the state is connected and registered with its Key.
animancer.TryPlay("Attack");
}
- You don't need to set the
AnimancerState.Key
if you don't want to. You can simply create anew ClipState
(or whatever type of state you want) and keep a reference to it for when you want to use it. - If you want to have multiple states playing the same clip (such as if you need to play it on multiple Layers) you will need to register them all with different keys (or not register them at all).
FadeMode.FromStart
uses this to fade a clip out while fading another copy of it in at the same time.
Enum Keys
Unfortunately, since object
is a Reference Type, using a Value Type like an enum
in those methods implicitly creates a new object
to hold the value. This is called Boxing and has a notable impact on performance, particularly since the new object
is immediately discarded after the call and needs to be Garbage Collected. This does not mean enums should not be used, just that you should be aware of the inefficiency.
Object Keys
Another approach is to use actual object
s as keys. Rather than an enum
you could make a class
like this:
public static class CharacterAction
{
public static readonly object Idle = new object();
public static readonly object Walk = new object();
public static readonly object Run = new object();
// Etc.
}
Those object
s will not actually do anything on their own but can be used as keys in a similar fashion to an enum: animancer.States.Create(CharacterAction.Walk, _Walk);
.
Component Keys
If a script only has one animation that it will play, it could use itself as the key, so a Walk
script could create a state with animancer.States.Create(this, _Walk);
and play it with animancer.Play(this)
. That will not work if it is actually a Movement
script that handles both Walk and Run animations as separate states though.